涂抹果酱_火车果酱2014

涂抹果酱

     On March the 13th, 60 developers embarked on a 52 hour train ride from Chicago to San Francisco with the goal of making awesome games. I chatted with Train Jam organiser, Adriel Wallick, about her experiences in planning and conceiving the game jam, how it all panned out and how it compared to the infamous GAME_JAM in LA just a couple of weeks after.

3月13日,有60位开发人员开始了从芝加哥到旧金山的52小时火车之旅,目的是制作出色的游戏。 我与Train Jam的组织者Adriel Wallick聊了聊她在计划和构思游戏果酱方面的经验,以及如何成功完成游戏果酱,以及与仅仅两周后在洛杉矶臭名昭著的GAME_JAM相比如何。

    If you are interested in seeing the games produced during the jam, please head over to the Train Jam website and check them out!

如果您有兴趣查看在卡纸期间制作的游戏,请访问Train Jam网站并进行检查!

So how did you get into games and what was your inspiration for the Train Jam?

那么,您是如何进入游戏的?您对Train Jam的灵感是什么?

I guess long story short, I am Adriel. I used to not make games, When I first started working I worked on satellites. I worked on the next generation of weather satellites that will be going up to the sky for the United States and then once I decided that wasn’t nearly cool enough for me, I wanted to switch over to games. So I started learning how to make games on the side and started going to developer meetups in Boston.

我想长话短说,我是Adriel。 我以前不做游戏,刚开始工作时就从事卫星游戏。 我研究了下一代气象卫星,这些卫星将在美国上空飞行,然后,当我确定这对我来说还不够酷时,我想转向游戏。 因此,我开始学习如何制作游戏,并开始参加波士顿的开发人员聚会。

I finally got hired into my first video game job at Firehose games, where I did a lot of programming on Rock Band Blitz. After that, I moved over to a smaller commission company that did a lot of non original IP. Then I went full indie to start working on my own stuff.

我终于被Firehose游戏公司雇用,成为我的第一份视频游戏工作,在那里我在Rock Band Blitz上做了很多编程工作。 在那之后,我搬到了一家较小的委托公司,该公司处理了很多非原始IP。 然后,我进入了独立制作公司,开始从事自己​​的作品。

Not long after, I also realized I didn’t want to live anywhere anymore. So I packed up all my stuff into a storage unit and then I got on a train that I took across the United States which is sort of where the idea of Train Jam came from. I did that by myself and once I started telling people about it, everybody was like “Oh you should get a bunch of people onto a train and make a train jam” So I did.

不久之后,我也意识到我不想再住任何地方了。 因此,我将所有东西打包到一个存储单元中,然后我坐上了横跨美国的火车,这就是Train Jam想法的起源。 我自己做,当我开始告诉人们这件事时,每个人都像“哦,您应该让一群人上火车,然后堵上火车”。

So the origin of the Train Jam is based on the decision to leave the house and live on the road?

那么,Train Jam的起源是基于离开房屋并在道路上生活的决定?

Yeah, I like to say that I hopped on a train out west like they did back in the day, when you got in a wagon to go out west and leave everything behind.

是的,我想说的是,就像您回去的那一天一样,当您乘坐马车向西行驶并把所有东西抛在身后时,我跳上了西行的火车。

So a bit like The Oregon Trail?

有点像俄勒冈足迹吗?

A little bit, but a lot less dysentery than The Oregon Trail (laughing).

比俄勒冈小道(笑)要少一点,但痢疾要少得多。

In terms of Unity, are you a Unity Developer? Do you use other tools?

就Unity而言,您是Unity开发人员吗? 您是否使用其他工具?

I pretty much exclusively use Unity. It was the first tool that I really started playing around with when I wanted to start making games, way back in 2010, maybe 2011. So I downloaded it and essentially thought: “Ok what can I make that is 3d and will teach me how to use Unity”. I decided for some reason that Tetris would be a really good game to turn into 3d. I sat down for like a week and made a really awful, awful version of 3d Tetris. I had learned the basics of it and since then, I pretty much use Unity for all my projects.

我几乎专门使用Unity。 当我想开始制作游戏时,这是我真正开始使用的第一个工具,最早可以追溯到2010年,也许是2011年。因此,我下载了该工具,并从本质上想到:“好吧,我可以制作3d并教我如何做使用Unity”。 我出于某种原因决定《俄罗斯方块》将成为3d的绝佳游戏。 我坐了大约一个星期,做了一个非常糟糕的3d俄罗斯方块版本。 我已经学习了它的基础知识,从那时起,我几乎在所有项目中都使用Unity。

Cool, so the Train Jam was born through your traveling and “Nomadic” lifestyle, but how did it grow? as I understand it this is your first ever game jam that you organized?

很酷,所以Train Jam是通过您的旅行和“Nomad”生活方式诞生的,但是它是如何成长的呢? 据我了解,这是您组织的首场比赛?

Yes, it’s the first one I ever put together and it was such a weird concept for a jam that I wasn’t really sure how people would react to it. So I looked into how Amtrak group reservations work and made a group reservation for 30 people. Later I got my friend Ryan Burrel, who does the megabooth website, to help me make a better website than the one I originally made. I hooked it up to Eventbrite and put the idea out there and all of a sudden, not even a month later, all the tickets were sold out.

是的,这是我有史以来第一个组装而成的产品,它是一个非常怪异的果酱概念,我不确定人们对它的React如何。 因此,我研究了Amtrak团体预订的工作方式,并进行了30人的团体预订。 后来,我得到了负责megabooth网站的朋友Ryan Burrel的帮助,以使其比我最初创建的网站更好。 我把它挂接到Eventbrite上,然后把这个想法付诸实践,突然之间,甚至一个月后,所有的门票都卖光了。

So I guess it was an idea that people actually liked! That is when I looked at getting twice as many tickets. I also wanted to get a lunch together so people would be able to meet each other beforehand since nobody knew each other. I had buttons with little meters of fun and all sorts of sponsorships. Then it sort of snowballed from there.

所以我想这是人们真正喜欢的一个想法! 那是我看票的两倍时。 我也想一起吃午饭,这样人们就可以事先见面,因为没人认识。 我的按钮几乎没有几分乐趣,并且有各种各样的赞助。 然后从那里滚雪球。

It’s interesting to see how someone who has no experience in setting up a jam has managed to create such a huge thing.

有趣的是,没有安装果酱经验的人如何创造出如此巨大的东西。

I was really surprised by that! I think it’s because it was such a weird idea. I have a little bit of experience organizing things because I used to help Kelly do the megabooth. One of the big things I took away from watching other people organize is that you just keep asking people for things and every now and then someone will say yes (laughter). I knew a lot of people supported jams in the form of licenses which is why I reached out to Unity and I also reached out to yoyo games for game maker ones. Once I realised I had actually sort of put myself financially in the hole, I thought hey, maybe people want to sponsor this, So I just asked and a lot of people said no and then a few people said yes.

我真的为此感到惊讶! 我认为是因为这是一个很奇怪的想法。 我有一些组织事情的经验,因为我曾经帮助凯利做大型展位。 我没有看别人组织的一件大事就是,你一直在问别人事情,然后时不时有人会说“是”(笑)。 我知道很多人都以许可证的形式支持卡纸,这就是为什么我联系Unity的原因,同时我也为游戏制造商提供了yoyo游戏。 一旦我意识到自己实际上已经在财务上陷入困境,我以为嘿,也许有人想赞助这个,所以我问了一下,很多人说不,然后几个人说是。

So you are planning on doing another Train Jam next year, what are your thoughts going into that, what would you advise your pre-Train Jam 2014 self?

因此,您计划明年再进行一次Train Jam,您对此有何想法,您对2014年Train Jam之前的自我建议如何?

When I first started planning I didn’t think about the fact that I needed everybody’s legal names, not just nicknames. Also being more aware of random fees on Eventbrite and Paypal, would probably be a good idea.

当我刚开始计划时,我没有想到我需要每个人的法定姓名,而不仅仅是昵称。 另外,更了解Eventbrite和Paypal的随机费用可能是个好主意。

涂抹果酱_火车果酱2014

So you had problems with unexpected fees? How did that pan out?

因此,您有意外费用方面的问题吗? 那是如何表现出来的?

Yeah, I didn’t really think about the fact that a percentage of the ticket fees would be going to both PayPal and Eventbrite. On something of this magnitude, this ended up being a significant amount of money. It was a bummer mostly because I wanted to be able to afford fun things for the participants, such as snacks and whatnot.

是的,我真的没有考虑过一定比例的门票费用同时用于PayPal和Eventbrite的事实。 在如此巨大的规模上,这最终是一笔可观的钱。 这真是令人a目结舌,主要是因为我希望能够为参与者提供一些有趣的东西,例如小吃和其他。

Luckily, through securing some sponsorship, I was not only able to buy a pre-jam lunch, snacks, coffee, and soda, but also refund myself the money that went towards all of those fees. Basically I was able to not be in the hole by running Train Jam. One thing that I want to do next year is to make it bigger. Maybe get a whole coach class car instead of half a coach class car. Also secure a bit more sponsorship because I really want to make it a lot more accessible for other developers. Especially for younger developers, people who are just starting out or people who are struggling financially.

幸运的是,通过获得一些赞助,我不仅能够购买到果酱前的午餐,零食,咖啡和苏打水,而且还可以退还用于所有这些费用的钱。 基本上,我可以通过运行Train Jam来避免陷入困境。 明年我想做的一件事就是扩大规模。 也许会得到一辆完整的教练车,而不是一半的教练车。 也要获得更多的赞助,因为我真的很想让其他开发者更容易获得它。 尤其是对于年轻的开发人员,刚起步的人或财务困难的人。

One of the only things that had a point of contention with Amtrak was that we took that entire thing over and other passengers got annoyed. So what I really want to do is somehow convince Amtrak to slap another observation car onto the train. In my head it is just as easy as putting on another car, but I am not a train conductor.

与Amtrak争论的唯一一件事是,我们把整个事情都收了下来,其他乘客也很生气。 因此,我真正想做的是以某种方式说服Amtrak将另一辆观察车拍到火车上。 在我的脑海中,这就像搭另一辆车一样容易,但我不是火车长。

So what about the games that were made and the stuff that people were doing, what were your highlights from that would you say?

那么,制作出来的游戏和人们正在做的事情又如何呢?您会从中说出什么亮点呢?

There was a lot of really cool ones, I actually still don’t have all of them. If you go to the Train Jam website, I think there are like 17 games up there. But the really nice thing is the wide variety of games that ended up being produced. I mean we had things from mobile, cooperative games to competitive games, to a procedurally generated game based on the audio and visual input from the train, to platformers, to one game that Rami made, where he had to strap an iPad to his back and attack it, which he could only playtest at the station stops, because he had to get out of the train to test it. So we had a whole wide variety of games which I thought was really really cool. Its hard to pick one highlight because they are all so different.

有很多很棒的东西,但实际上我还没有全部。 如果您访问Train Jam网站,我想那里大概有17场比赛。 但是真正的好处是最终产生了各种各样的游戏。 我的意思是,我们拥有从移动,合作游戏到竞技游戏,再到根据火车的视听输入程序生成的游戏,再到平台游戏,再到Rami制作的一款游戏,他必须将iPad绑在背上攻击它,他只能在车站前进行测试,因为他必须下车测试。 所以我们有各种各样的游戏,我认为这真的很酷。 很难选择一个亮点,因为它们是如此不同。

So I guess the advice is to go and play them!

所以我想建议是去玩吧!

Pretty much, every one that I have up there you can either play online or download. So you should be able to play them, there are some that are PC only and some that are Mac only. The majority of them were made in Unity.

几乎,我在那里的每个人都可以在线播放或下载。 因此,您应该可以播放它们,有些仅用于PC,有些仅用于Mac。 其中大多数是在Unity中制作的。

It’s interesting the way that has occurred. I think, at least from my perspective, even before I was working at Unity and was going to game jams and using Unity as a developer. I think just the rapid workflow lends itself to not having much time!

发生的方式很有趣。 我认为,至少从我的角度来看,甚至在我开始在Unity工作,准备玩游戏以及使用Unity作为开发人员之前。 我认为只是快速的工作流程使自己没有太多时间!

Yeah, thats the thing. I am familiar enough with it now that I can make something very very quickly in it. So I think that especially with a Jam where you have not as much time to fiddle with new technology, if you already know Unity, then you are going to use Unity. That’s just how it works.

是的,就是这样。 我现在对它已经足够熟悉,因此我可以非常非常快地制作出东西。 因此,我认为特别是在Jam上,您没有太多时间来研究新技术,如果您已经了解Unity,那么您将使用Unity。 这就是它的工作原理。

It was amazing with the IndieCade Oculus VR Jam where a crazy high percentage of the projects were built in Unity.

IndieCade Oculus VR Jam很棒,其中疯狂的高比例项目是在Unity中构建的。

We actually had an Oculus game on Train Jam that somebody developed, which I thought was insane and I really thought would make people throw up, but nobody did. There was a really nice little moment when one of the Amtrak employees came by and asked us how the game was going. So we sat her down and plopped it on her head and opened up the demo where you go to Tuscany. For the whole rest of the trip she kept talking about that one time she went to Tuscany.

实际上,有人在Train Jam上开发了一个Oculus游戏,有人开发了它,我认为这很疯狂,而且我真的认为这会使人呕吐,但没有人做。 有一个非常美好的片刻,一位Amtrak员工走过,问我们比赛进行得如何。 因此,我们坐下了她,把它放在她的头上,打开了演示文稿,您可以在其中去托斯卡纳。 在整个旅行的整个过程中,她都一直在谈论去托斯卡纳的那一次。

I guess the next question is not quite so fun because its about what happened post GDC with a different game jam, known as the Game_Jam

我想下一个问题不是那么有趣,因为它是关于GDC之后发生的另一种游戏困境,即Game_Jam

Yeah, that was so weird. I had heard about if before and I knew a few my friends were doing it, because I know Zoe and Robin were both leading up teams. Robin asked me if wanted to be a part of his team and I thought OK, I have nothing else to do between GDC and PAX, why not go down to LA and do this. It was supposed to be a Jam that was filmed and released on YouTube in a semi-reality show style. The description was more Top Chef style, it won’t be “Real Housewives of Game Development”. Then 3 days before we were set to go there, they finally sent the contracts for us to look at. The contracts were just… there was just awful stuff in the contracts. It was basically a bunch of stuff about how we wouldn’t be able to represent ourselves on YouTube videos or they could misrepresent us for dramatic effect. It was all very “boilerplate” but it was bad boilerplate. A lot of us as indie developers are the sole face of our companies, so if we can’t go on YouTube, like a Lets Play or Giant Bomb or something like that, that is detrimental to our entire career.

是的,那太奇怪了。 我之前听说过,我知道我的几个朋友正在这样做,因为我知道Zoe和Robin都在领导团队。 罗宾问我是否想加入他的团队,我认为还可以,我在GDC和PAX之间没有其他事情要做,为什么不去洛杉矶做这件事。 本来应该是Jam,它是通过半现实表演风格在YouTube上拍摄并发行的。 描述的更像是顶级厨师风格,而不是“真正的游戏开发主妇”。 然后,在我们准备去那里的三天之前,他们终于发送了合同供我们查看。 合同只是……合同中只有可怕的东西。 从根本上讲,这是关于我们如何无法在YouTube视频上展现自己的形象,否则它们可能会歪曲我们的形象,从而产生戏剧性的效果。 一切都很“样板”,但很糟糕。 作为独立开发人员的我们很多人都是公司的唯一代表,因此,如果我们不能上YouTube,例如Lets Play或Giant Bomb或类似的东西,那将对我们的整个职业有害。

So we started fighting back on that and at that point it started the whole thing on a weird note, because we were very wary of the intense corporate-ness of how it started to turn out. So they started re-wording the contract and we were assured via email that nothing weird would be happening and they just want to show what game development is like.

因此,我们开始对此进行反击,并在那时开始以一种奇怪的方式开始了整个事情,因为我们非常警惕如何开始产生强烈的集体意识。 因此,他们开始重新制定合同条款,并通过电子邮件向我们保证,不会发生任何奇怪的事情,他们只是想展示游戏开发的样子。

When we got there, the corporate sponsorship was over the top, the environment was weird, it was very much a game show/reality show/contest feeling. Which in itself was enough to make me think: “Oh god this is awful what am I doing here”. Then they started playing the sexist angle up, asking my team if they had an advantage because of a pretty lady on the team and asking the male teams if we had a disadvantage because we were women. That was the point when we all just walked off and left and shut the entire production down. Which was sort of a nice feeling after all that but it was this weird dichotomy between the game jam that I had run, that was basically everything I pictured game jams to be and the spirit that I feel Game Jams entail. Then two weeks later I’m in this environment, where it’s just everything wrong with how people view game development. It was just such an awful difference between where I was two weeks ago and where I was then and it was really not good.

当我们到达那里时,企业赞助才是最重要的,环境很怪异,这在很大程度上是一种游戏节目/真人秀/比赛的感觉。 这本身足以使我思考:“哦,天哪,我在这里做什么”。 然后他们开始增加性别歧视的角度,问我的团队是否因为一个漂亮的女士而优势,并问我们的男性团队是否因为女性而处于劣势。 那就是我们所有人刚刚离开并离开并关闭整个生产的关键时刻。 毕竟,这是一种不错的感觉,但这是我所进行的游戏果酱之间的怪异二分法,基本上就是我所想象的游戏果酱所具有的一切,以及我感觉到游戏果酱所蕴含的精神。 然后两周后,我进入了这种环境,那里的人们对游戏开发的看法都出了问题。 我两个星期前的位置与当时的位置之间的区别真是太可怕了,这确实不好。

It seems like a real shame in a way, because I think telling the story of how game jams work is important. There have been a lot of people working on projects to do that, at least through the medium of film.

在某种程度上,这似乎是一种真正的耻辱,因为我认为讲述游戏堵塞的工作原理很重要。 至少通过电影的媒介,有很多人致力于这个项目。

    That was one of the really cool things about Train Jam, and I didn’t think about this before Train Jam happened, but we did a game jam entirely in the public space. We were in a train and we probably didn’t take up half of the people who were on it. So there were all these people who didn’t even really have an interest in games who were all of a sudden exposed to how games are made. I had a lot of people asking me and the participants what they were doing and then engaging with them, figuring out how games are made and appreciating the insight into something they don’t understand. It was really nice to be able to show people that, people who wouldn’t have sought out that information before. It was great to show them this nice indie, collaborative spirit that we all have going on. Then to go to this other jam where they basically wanted to play up a stereotypical view of how we all are was such a shame. There are people out there who are interested in how games are actually made without all this hullabaloo around it.

那是Train Jam真的很酷的事情之一,在Train Jam发生之前我没有想到这一点,但是我们完全在公共场所进行了游戏堵塞。 我们在火车上,可能没有占用一半的人。 因此,所有这些人甚至对游戏都没有真正的兴趣,突然之间就对游戏的制作方式了如指掌。 我有很多人问我和参与者他们在做什么,然后与他们互动,弄清楚游戏的制作方式以及对他们不了解的事物的洞察力。 能够向人们展示那些以前从未查找过该信息的人们真的很高兴。 很高兴向他们展示我们所有人一直在保持的这种良好的独立,协作精神。 然后去其他的果酱那里,他们基本上想对我们所有人的陈规定型观念起这样的耻辱。 那里的人对如何在没有这些麻烦的情况下实际制作游戏感兴趣。

Yeah I think things like Indie Game the movie and coming up the Super Game Jam

是的,我认为诸如Indie Game电影和Super Game Jam之类的东西

The producers of GAME_JAM were saying that they wanted to create something that showed people how to do game jams, so I said why don’t you check out Super Game Jam and emulate what they are doing. That is what game development is, not this crap hole.

GAME_JAM的制作人说他们想创建一种向人们展示如何制作游戏卡纸的东西,所以我说了为什么您不查看Super Game Jam并模仿他们在做什么。 那就是游戏开发的内容,而不是这个废话。

Since then, a few of us have been talking about starting up a different jam, mostly Zoe has been heading it up, where we just get some Go-Pros, rent out an AirBnB and film it that way, then release it to the world. Which I think would be really nice. Making a game is dramatic enough as it is, you don’t need this weird extra crap that they were trying to push onto us that is fabricated. I mean there is already going to be enough personal conflicts and drama of putting yourself into something. So I think it would still make for pretty entertaining media to just film what a game jam actually is.

从那以后,我们中的一些人一直在谈论启动另一种果酱,大多数是佐伊(Zoe)一直在努力,我们在那里得到一些Go-Pro,租借AirBnB并以这种方式拍摄,然后发布给全世界。 我认为那真的很好。 制作游戏本身就足够具有戏剧性,您不需要他们试图将我们捏造出来的这种奇怪的废话。 我的意思是,已经有足够的个人冲突和戏剧性让自己陷入困境。 因此,我认为对于娱乐性强的媒体来说,仅仅拍摄实际上是什么游戏果酱还是有用的。

So it would be more of a documentary than a game show.

因此,与其说是游戏节目,不如说是一部纪录片。

Even on Train Jam, which was nice and collaborative, there were still inter-team conflicts, you know, dealing with different viewpoints and different styles of things and people being exhausted and tired and edgy. There were a few tiffs here and there, so there is still entertainment value to be had if they are looking for drama.

即使在Train Jam上,这是很好的协作方式,您仍然知道,团队间的冲突仍然存在,他们在处理不同的观点和不同的事物风格以及疲惫,疲倦和前卫的人们上。 那里到处都是蒂芙,所以如果他们在找戏剧的话,仍然会有娱乐价值。

It’s not the best environment to be pushing extra elements in, because ultimately everyone is already pretty exhausted and on the edge already.

引入额外元素并不是最佳环境,因为最终每个人都已经筋疲力尽,并且已经处于边缘

For Train Jam we had a camera crew there, we had the Polygon crew there and a person from the Game Loading documentary and I am sure they caught lots of drama and they didn’t have to really incite anything.

对于Train Jam,我们在那儿有一个摄制组,在那儿有Polygon摄制组,还有一个来自Game Loading纪录片的人,我敢肯定,他们抓了很多戏剧,而且他们并不需要真正煽动任何事情。

It was definitely a shame the way the GAME_JAM panned out, but it was a really nice thing to see the community come together. It was sort of indicative of I think the change that is happening, especially for females in the industry, where Zoe and me were uncomfortable and said we were leaving and people supported us 100% and left with us. Which I thought was really nice and then on Monday when we all pushed our stories of what had happened live, I got nothing but support from the entire internets. Which was amazing, I was really nervous about it, because it’s the first time I’ve really made myself vulnerable on the internet and I got all positive things of saying “Thankyou, thankyou for what you did”. All positive except that everyone hates my website apparently, the pink background is offensive to everybody’s eyes (laughter)

GAME_JAM的发布方式绝对令人遗憾,但是看到社区团结起来真是一件很高兴的事情。 这表明我认为正在发生的变化,特别是对于行业中的女性,在这些女性中,佐伊和我感到不舒服,并说我们要离开,人们100%支持我们,然后离开了我们。 我以为真的很好,然后在星期一,当我们所有人现场直播发生的事情的故事时,我得到了整个互联网的支持。 太神奇了,我对此感到非常紧张,因为这是我第一次真正使自己在互联网上变得脆弱,我得到了很多积极的评价:“谢谢,谢谢你所做的一切”。 除了所有人都讨厌我的网站外,其他所有方面都是积极的,粉红色的背景令人反感(笑声)

Ok so bearing in mind everything you have learnt from the two jams, what is the one key takeaway that you would want to tell somebody else who is organising their first game jam?

好了,牢记您从两次卡塞中学到的所有知识,您想告诉其他人正在组织第一次游戏卡塞的主要收获是什么?

I would definitely say, if you planning on making a jam, try and be aware of making an environment where everyone feels comfortable to be creative. That is one of the biggest points of a game jam, that you are doing this in a short amount of time to try something new. Get a creative thing going with people you may or may not have worked with or even met before. If you are in an environment that you are no longer comfortable, it is hard to also be creative.

我可以肯定地说,如果您打算制作果酱,请尝试并注意营造一个每个人都觉得自己有创造力的环境。 这是游戏阻塞的最大原因之一,您可以在短时间内尝试新的东西。 与您以前可能曾经合作或未曾合作,甚至未曾相识的人共事。 如果您所处的环境不再舒适,那么也很难发挥创造力。

I’d like to thank Adriel Wallick for taking the time out of her schedule to talk about the two jams and also to Mark Backler for allowing me to use his pictures from the Train Jam.

我要感谢Adriel Wallick抽出宝贵的时间来谈论两张果酱,也要感谢Mark Ba​​ckler允许我使用Train Jam中的照片。

翻译自: https://blogs.unity3d.com/2014/04/10/train-jam-2014/

涂抹果酱

相关文章:

  • 2022-12-23
  • 2021-04-19
  • 2021-06-11
  • 2021-12-29
  • 2021-11-03
  • 2022-01-09
  • 2022-12-23
  • 2021-05-30
猜你喜欢
  • 2019-09-01
  • 2021-10-04
  • 2021-11-01
  • 2021-10-15
  • 2021-11-26
  • 2021-11-21
  • 2021-07-02
相关资源
相似解决方案